}
else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
{
- // make the item translucent green and not touchable
+ // make the item translucent and not touchable
e.model = e.mdl;
e.solid = SOLID_TRIGGER; // can STILL be picked up!
e.colormod = '0 0 0';
}
else if(g_ghost_items)
{
- // make the item translucent green and not touchable
+ // make the item translucent and not touchable
e.model = e.mdl;
e.solid = SOLID_NOT;
e.colormod = stov(autocvar_g_ghost_items_color);
// hide the item completely
e.model = string_null;
e.solid = SOLID_NOT;
- e.colormod = stov(autocvar_g_ghost_items_color);
+ e.colormod = '0 0 0';
e.glowmod = e.colormod;
e.alpha = 0;
e.customizeentityforclient = func_null;
}
if (item.flags & FL_WEAPON)
- if ((it = item.weapons - (item.weapons & player.weapons)) || g_pickup_weapons_anyway)
+ if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway && !(g_weapon_stay == 3 && !e.spawnshieldtime)))
{
pickedup = TRUE;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)